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Other Mechanics

The different mechanics available by default and their configurations sorted by category

Miscellaneous

Backpack

This allows you to turn any item into a backpack.

Info

This mechanic might cause duplication issues!
If you find any please open a bug-report and we will fix them as soon as possible!

backpack:
  itemname: backpack
  material: PAPER
  Components:
    max_stack_size: 1
  Mechanics:
    backpack:
      rows: 4
      title: "<red>Backpack"                  #Optional, Default: "Backpack"
      open_sound: "entity.shulker.open"       #Optional, Default: "entity.shulker.open"
      close_sound: "entity.shulker.close"     #Optional, Default: "entity.shulker.close"
      blacklist:                              #Optional, add which items are not allowed
        nexo_items:
          - item_id
          - item_id2
        materials:
          - DIAMOND

Misc Mechanic

Warning

On 1.20.5+ use the new FireResistant-Component instead of burns_in_x

This mechanic has a bunch of small changes you can make to your item.
What they each do should be pretty self-explanatory.

myitem:
  Mechanics:
    misc:
      breaks_from_cactus: true
      burns_in_fire: true
      burns_in_lava: true
      disable_vanilla_interactions: false
      can_strip_logs: false
      piglins_ignore_when_equipped: false
      compostable: false
      allow_in_vanilla_recipes: true
      prevent_breaking: false
      prevent_renaming: false
      prevent_item_frames: false

prevent_breaking cancels any damage that would break the item, so it stays at its last bit of durability.
By default the item still works as normal in that state.
With misc.disable_components_on_prevent_breaking enabled in mechanics.yml, the item stops functioning until it is repaired:

  • A tool mines at fist-speed and drops nothing
  • A weapon deals base damage
  • Attribute-modifiers and gliding are removed
  • Shields stop blocking, on 1.21.5+ only

Enchantments are left on the item, so their effects still apply.
Bows, crossbows, tridents, fishing-rods and similar items are not affected.

Commands

This allows you to execute commands (as the console, a player or op player). If this option is not often the most elegant it has the merit of simplifying a lot of things. You can create a cooldown between usages, check if the player has a specific permission and use the item (understand decrease its amount by one when the command is performed).

myitem:
  Mechanics:
    commands:
      cooldown: 5 # example cooldown in seconds. This is optional
      permission: "my.awesome.perm" # required permission. This is optional
      one_usage: true # should the amount decrease when used? Default: false
      console:
        # e.g. to kill the player
        - "kill <player>"
      player:
        # e.g. the player performs /spawn
        - "spawn"
      opped_player:
        # e.g. the player gives himself a diamond sword
        - "give diamond_sword 1"

Armor Effects

This allows you to bind a Potion Effect to an armor (or a hat) so that when you equip it you'll get the effect.
Here is a list of all potion effect types available.

myitem:
  Mechanics:
    armor_effects:
      night_vision: # the potion effect type
        duration: 10t
        amplifier: 0
        ambient: true # Makes potion effect produce more, translucent, particles.
        particles: true # whether this effect has particles or not
        icon: true # whether this effect has an icon or not

You can also make an effect only apply if the entire set is equipped.
A set is every armor-slot holding an item with the same CustomArmor id.

myitem:
  Mechanics:
    armor_effects:
      night_vision:
        requires_full_set: true
        ...

Pieces without a CustomArmor-section, like a 3D Helmet, can join a set through set.
It overrides the CustomArmor id for full-set checks.

forest_helmet:
  Mechanics:
    armor_effects:
      set: forest

clickAction

This mechanic allows you to run various events when a player clicks a block or furniture. It is very customizable, so it also has a dedicated tutorial page.

ItemType

With this mechanic, you can change the item type detected by NexoBlocks. Make sure to use a type declared inside the block mechanic.

myitem:
  Mechanics:
    itemtype:
      value: SUPER_MATERIAL # your itemType

Soulbound

With this mechanic, you can avoid the players to lose their item when they die.

myitem:
  Mechanics:
    soulbound:
      lose_chance: 0

Custom mechanic

This mechanic allows you to customize events, conditions and actions.
Since it is a quite rspecial mechanic, it has its dedicated tutorial page.

Farming

Harvesting

Harvesting allows you to recolt and replant automatically wheat in a certain radius.

myitem:
  Mechanics:
    harvesting:
      cooldown: 10000 # 10 seconds between usages
      radius: 5 # blocks surrounding the clicked block
      height: 3 # high

Smelting

Smelting allows you to instantly melt iron and gold ores when you mine them. This supports fortune and silktouch.

myitem:
  Mechanics:
    smelting:
      enabled: true
      play_sound: true